Sweden-Number/graphics/path.c

1594 lines
43 KiB
C

/*
* Graphics paths (BeginPath, EndPath etc.)
*
* Copyright 1997, 1998 Martin Boehme
* 1999 Huw D M Davies
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "wine/port.h"
#include <assert.h>
#include <math.h>
#include <stdarg.h>
#include <string.h>
#if defined(HAVE_FLOAT_H)
#include <float.h>
#endif
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "winerror.h"
#include "gdi.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(gdi);
/* Notes on the implementation
*
* The implementation is based on dynamically resizable arrays of points and
* flags. I dithered for a bit before deciding on this implementation, and
* I had even done a bit of work on a linked list version before switching
* to arrays. It's a bit of a tradeoff. When you use linked lists, the
* implementation of FlattenPath is easier, because you can rip the
* PT_BEZIERTO entries out of the middle of the list and link the
* corresponding PT_LINETO entries in. However, when you use arrays,
* PathToRegion becomes easier, since you can essentially just pass your array
* of points to CreatePolyPolygonRgn. Also, if I'd used linked lists, I would
* have had the extra effort of creating a chunk-based allocation scheme
* in order to use memory effectively. That's why I finally decided to use
* arrays. Note by the way that the array based implementation has the same
* linear time complexity that linked lists would have since the arrays grow
* exponentially.
*
* The points are stored in the path in device coordinates. This is
* consistent with the way Windows does things (for instance, see the Win32
* SDK documentation for GetPath).
*
* The word "stroke" appears in several places (e.g. in the flag
* GdiPath.newStroke). A stroke consists of a PT_MOVETO followed by one or
* more PT_LINETOs or PT_BEZIERTOs, up to, but not including, the next
* PT_MOVETO. Note that this is not the same as the definition of a figure;
* a figure can contain several strokes.
*
* I modified the drawing functions (MoveTo, LineTo etc.) to test whether
* the path is open and to call the corresponding function in path.c if this
* is the case. A more elegant approach would be to modify the function
* pointers in the DC_FUNCTIONS structure; however, this would be a lot more
* complex. Also, the performance degradation caused by my approach in the
* case where no path is open is so small that it cannot be measured.
*
* Martin Boehme
*/
/* FIXME: A lot of stuff isn't implemented yet. There is much more to come. */
#define NUM_ENTRIES_INITIAL 16 /* Initial size of points / flags arrays */
#define GROW_FACTOR_NUMER 2 /* Numerator of grow factor for the array */
#define GROW_FACTOR_DENOM 1 /* Denominator of grow factor */
/* A floating point version of the POINT structure */
typedef struct tagFLOAT_POINT
{
FLOAT x, y;
} FLOAT_POINT;
static BOOL PATH_PathToRegion(GdiPath *pPath, INT nPolyFillMode,
HRGN *pHrgn);
static void PATH_EmptyPath(GdiPath *pPath);
static BOOL PATH_ReserveEntries(GdiPath *pPath, INT numEntries);
static BOOL PATH_DoArcPart(GdiPath *pPath, FLOAT_POINT corners[],
double angleStart, double angleEnd, BOOL addMoveTo);
static void PATH_ScaleNormalizedPoint(FLOAT_POINT corners[], double x,
double y, POINT *pPoint);
static void PATH_NormalizePoint(FLOAT_POINT corners[], const FLOAT_POINT
*pPoint, double *pX, double *pY);
static BOOL PATH_CheckCorners(DC *dc, POINT corners[], INT x1, INT y1, INT x2, INT y2);
/* Performs a world-to-viewport transformation on the specified point (which
* is in floating point format).
*/
static inline void WINE_UNUSED INTERNAL_LPTODP_FLOAT(DC *dc, FLOAT_POINT *point)
{
FLOAT x, y;
/* Perform the transformation */
x = point->x;
y = point->y;
point->x = x * dc->xformWorld2Vport.eM11 +
y * dc->xformWorld2Vport.eM21 +
dc->xformWorld2Vport.eDx;
point->y = x * dc->xformWorld2Vport.eM12 +
y * dc->xformWorld2Vport.eM22 +
dc->xformWorld2Vport.eDy;
}
/***********************************************************************
* BeginPath (GDI32.@)
*/
BOOL WINAPI BeginPath(HDC hdc)
{
BOOL ret = TRUE;
DC *dc = DC_GetDCPtr( hdc );
if(!dc) return FALSE;
if(dc->funcs->pBeginPath)
ret = dc->funcs->pBeginPath(dc->physDev);
else
{
/* If path is already open, do nothing */
if(dc->path.state != PATH_Open)
{
/* Make sure that path is empty */
PATH_EmptyPath(&dc->path);
/* Initialize variables for new path */
dc->path.newStroke=TRUE;
dc->path.state=PATH_Open;
}
}
GDI_ReleaseObj( hdc );
return ret;
}
/***********************************************************************
* EndPath (GDI32.@)
*/
BOOL WINAPI EndPath(HDC hdc)
{
BOOL ret = TRUE;
DC *dc = DC_GetDCPtr( hdc );
if(!dc) return FALSE;
if(dc->funcs->pEndPath)
ret = dc->funcs->pEndPath(dc->physDev);
else
{
/* Check that path is currently being constructed */
if(dc->path.state!=PATH_Open)
{
SetLastError(ERROR_CAN_NOT_COMPLETE);
ret = FALSE;
}
/* Set flag to indicate that path is finished */
else dc->path.state=PATH_Closed;
}
GDI_ReleaseObj( hdc );
return ret;
}
/******************************************************************************
* AbortPath [GDI32.@]
* Closes and discards paths from device context
*
* NOTES
* Check that SetLastError is being called correctly
*
* PARAMS
* hdc [I] Handle to device context
*
* RETURNS STD
*/
BOOL WINAPI AbortPath( HDC hdc )
{
BOOL ret = TRUE;
DC *dc = DC_GetDCPtr( hdc );
if(!dc) return FALSE;
if(dc->funcs->pAbortPath)
ret = dc->funcs->pAbortPath(dc->physDev);
else /* Remove all entries from the path */
PATH_EmptyPath( &dc->path );
GDI_ReleaseObj( hdc );
return ret;
}
/***********************************************************************
* CloseFigure (GDI32.@)
*
* FIXME: Check that SetLastError is being called correctly
*/
BOOL WINAPI CloseFigure(HDC hdc)
{
BOOL ret = TRUE;
DC *dc = DC_GetDCPtr( hdc );
if(!dc) return FALSE;
if(dc->funcs->pCloseFigure)
ret = dc->funcs->pCloseFigure(dc->physDev);
else
{
/* Check that path is open */
if(dc->path.state!=PATH_Open)
{
SetLastError(ERROR_CAN_NOT_COMPLETE);
ret = FALSE;
}
else
{
/* FIXME: Shouldn't we draw a line to the beginning of the
figure? */
/* Set PT_CLOSEFIGURE on the last entry and start a new stroke */
if(dc->path.numEntriesUsed)
{
dc->path.pFlags[dc->path.numEntriesUsed-1]|=PT_CLOSEFIGURE;
dc->path.newStroke=TRUE;
}
}
}
GDI_ReleaseObj( hdc );
return ret;
}
/***********************************************************************
* GetPath (GDI32.@)
*/
INT WINAPI GetPath(HDC hdc, LPPOINT pPoints, LPBYTE pTypes,
INT nSize)
{
INT ret = -1;
GdiPath *pPath;
DC *dc = DC_GetDCPtr( hdc );
if(!dc) return -1;
pPath = &dc->path;
/* Check that path is closed */
if(pPath->state!=PATH_Closed)
{
SetLastError(ERROR_CAN_NOT_COMPLETE);
goto done;
}
if(nSize==0)
ret = pPath->numEntriesUsed;
else if(nSize<pPath->numEntriesUsed)
{
SetLastError(ERROR_INVALID_PARAMETER);
goto done;
}
else
{
memcpy(pPoints, pPath->pPoints, sizeof(POINT)*pPath->numEntriesUsed);
memcpy(pTypes, pPath->pFlags, sizeof(BYTE)*pPath->numEntriesUsed);
/* Convert the points to logical coordinates */
if(!DPtoLP(hdc, pPoints, pPath->numEntriesUsed))
{
/* FIXME: Is this the correct value? */
SetLastError(ERROR_CAN_NOT_COMPLETE);
goto done;
}
else ret = pPath->numEntriesUsed;
}
done:
GDI_ReleaseObj( hdc );
return ret;
}
/***********************************************************************
* PathToRegion (GDI32.@)
*
* FIXME
* Check that SetLastError is being called correctly
*
* The documentation does not state this explicitly, but a test under Windows
* shows that the region which is returned should be in device coordinates.
*/
HRGN WINAPI PathToRegion(HDC hdc)
{
GdiPath *pPath;
HRGN hrgnRval = 0;
DC *dc = DC_GetDCPtr( hdc );
/* Get pointer to path */
if(!dc) return 0;
pPath = &dc->path;
/* Check that path is closed */
if(pPath->state!=PATH_Closed) SetLastError(ERROR_CAN_NOT_COMPLETE);
else
{
/* FIXME: Should we empty the path even if conversion failed? */
if(PATH_PathToRegion(pPath, GetPolyFillMode(hdc), &hrgnRval))
PATH_EmptyPath(pPath);
else
hrgnRval=0;
}
GDI_ReleaseObj( hdc );
return hrgnRval;
}
static BOOL PATH_FillPath(DC *dc, GdiPath *pPath)
{
INT mapMode, graphicsMode;
SIZE ptViewportExt, ptWindowExt;
POINT ptViewportOrg, ptWindowOrg;
XFORM xform;
HRGN hrgn;
if(dc->funcs->pFillPath)
return dc->funcs->pFillPath(dc->physDev);
/* Check that path is closed */
if(pPath->state!=PATH_Closed)
{
SetLastError(ERROR_CAN_NOT_COMPLETE);
return FALSE;
}
/* Construct a region from the path and fill it */
if(PATH_PathToRegion(pPath, dc->polyFillMode, &hrgn))
{
/* Since PaintRgn interprets the region as being in logical coordinates
* but the points we store for the path are already in device
* coordinates, we have to set the mapping mode to MM_TEXT temporarily.
* Using SaveDC to save information about the mapping mode / world
* transform would be easier but would require more overhead, especially
* now that SaveDC saves the current path.
*/
/* Save the information about the old mapping mode */
mapMode=GetMapMode(dc->hSelf);
GetViewportExtEx(dc->hSelf, &ptViewportExt);
GetViewportOrgEx(dc->hSelf, &ptViewportOrg);
GetWindowExtEx(dc->hSelf, &ptWindowExt);
GetWindowOrgEx(dc->hSelf, &ptWindowOrg);
/* Save world transform
* NB: The Windows documentation on world transforms would lead one to
* believe that this has to be done only in GM_ADVANCED; however, my
* tests show that resetting the graphics mode to GM_COMPATIBLE does
* not reset the world transform.
*/
GetWorldTransform(dc->hSelf, &xform);
/* Set MM_TEXT */
SetMapMode(dc->hSelf, MM_TEXT);
SetViewportOrgEx(dc->hSelf, 0, 0, NULL);
SetWindowOrgEx(dc->hSelf, 0, 0, NULL);
/* Paint the region */
PaintRgn(dc->hSelf, hrgn);
DeleteObject(hrgn);
/* Restore the old mapping mode */
SetMapMode(dc->hSelf, mapMode);
SetViewportExtEx(dc->hSelf, ptViewportExt.cx, ptViewportExt.cy, NULL);
SetViewportOrgEx(dc->hSelf, ptViewportOrg.x, ptViewportOrg.y, NULL);
SetWindowExtEx(dc->hSelf, ptWindowExt.cx, ptWindowExt.cy, NULL);
SetWindowOrgEx(dc->hSelf, ptWindowOrg.x, ptWindowOrg.y, NULL);
/* Go to GM_ADVANCED temporarily to restore the world transform */
graphicsMode=GetGraphicsMode(dc->hSelf);
SetGraphicsMode(dc->hSelf, GM_ADVANCED);
SetWorldTransform(dc->hSelf, &xform);
SetGraphicsMode(dc->hSelf, graphicsMode);
return TRUE;
}
return FALSE;
}
/***********************************************************************
* FillPath (GDI32.@)
*
* FIXME
* Check that SetLastError is being called correctly
*/
BOOL WINAPI FillPath(HDC hdc)
{
DC *dc = DC_GetDCPtr( hdc );
BOOL bRet = FALSE;
if(!dc) return FALSE;
if(dc->funcs->pFillPath)
bRet = dc->funcs->pFillPath(dc->physDev);
else
{
bRet = PATH_FillPath(dc, &dc->path);
if(bRet)
{
/* FIXME: Should the path be emptied even if conversion
failed? */
PATH_EmptyPath(&dc->path);
}
}
GDI_ReleaseObj( hdc );
return bRet;
}
/***********************************************************************
* SelectClipPath (GDI32.@)
* FIXME
* Check that SetLastError is being called correctly
*/
BOOL WINAPI SelectClipPath(HDC hdc, INT iMode)
{
GdiPath *pPath;
HRGN hrgnPath;
BOOL success = FALSE;
DC *dc = DC_GetDCPtr( hdc );
if(!dc) return FALSE;
if(dc->funcs->pSelectClipPath)
success = dc->funcs->pSelectClipPath(dc->physDev, iMode);
else
{
pPath = &dc->path;
/* Check that path is closed */
if(pPath->state!=PATH_Closed)
SetLastError(ERROR_CAN_NOT_COMPLETE);
/* Construct a region from the path */
else if(PATH_PathToRegion(pPath, GetPolyFillMode(hdc), &hrgnPath))
{
success = ExtSelectClipRgn( hdc, hrgnPath, iMode ) != ERROR;
DeleteObject(hrgnPath);
/* Empty the path */
if(success)
PATH_EmptyPath(pPath);
/* FIXME: Should this function delete the path even if it failed? */
}
}
GDI_ReleaseObj( hdc );
return success;
}
/***********************************************************************
* Exported functions
*/
/* PATH_InitGdiPath
*
* Initializes the GdiPath structure.
*/
void PATH_InitGdiPath(GdiPath *pPath)
{
assert(pPath!=NULL);
pPath->state=PATH_Null;
pPath->pPoints=NULL;
pPath->pFlags=NULL;
pPath->numEntriesUsed=0;
pPath->numEntriesAllocated=0;
}
/* PATH_DestroyGdiPath
*
* Destroys a GdiPath structure (frees the memory in the arrays).
*/
void PATH_DestroyGdiPath(GdiPath *pPath)
{
assert(pPath!=NULL);
if (pPath->pPoints) HeapFree( GetProcessHeap(), 0, pPath->pPoints );
if (pPath->pFlags) HeapFree( GetProcessHeap(), 0, pPath->pFlags );
}
/* PATH_AssignGdiPath
*
* Copies the GdiPath structure "pPathSrc" to "pPathDest". A deep copy is
* performed, i.e. the contents of the pPoints and pFlags arrays are copied,
* not just the pointers. Since this means that the arrays in pPathDest may
* need to be resized, pPathDest should have been initialized using
* PATH_InitGdiPath (in C++, this function would be an assignment operator,
* not a copy constructor).
* Returns TRUE if successful, else FALSE.
*/
BOOL PATH_AssignGdiPath(GdiPath *pPathDest, const GdiPath *pPathSrc)
{
assert(pPathDest!=NULL && pPathSrc!=NULL);
/* Make sure destination arrays are big enough */
if(!PATH_ReserveEntries(pPathDest, pPathSrc->numEntriesUsed))
return FALSE;
/* Perform the copy operation */
memcpy(pPathDest->pPoints, pPathSrc->pPoints,
sizeof(POINT)*pPathSrc->numEntriesUsed);
memcpy(pPathDest->pFlags, pPathSrc->pFlags,
sizeof(BYTE)*pPathSrc->numEntriesUsed);
pPathDest->state=pPathSrc->state;
pPathDest->numEntriesUsed=pPathSrc->numEntriesUsed;
pPathDest->newStroke=pPathSrc->newStroke;
return TRUE;
}
/* PATH_MoveTo
*
* Should be called when a MoveTo is performed on a DC that has an
* open path. This starts a new stroke. Returns TRUE if successful, else
* FALSE.
*/
BOOL PATH_MoveTo(DC *dc)
{
GdiPath *pPath = &dc->path;
/* Check that path is open */
if(pPath->state!=PATH_Open)
/* FIXME: Do we have to call SetLastError? */
return FALSE;
/* Start a new stroke */
pPath->newStroke=TRUE;
return TRUE;
}
/* PATH_LineTo
*
* Should be called when a LineTo is performed on a DC that has an
* open path. This adds a PT_LINETO entry to the path (and possibly
* a PT_MOVETO entry, if this is the first LineTo in a stroke).
* Returns TRUE if successful, else FALSE.
*/
BOOL PATH_LineTo(DC *dc, INT x, INT y)
{
GdiPath *pPath = &dc->path;
POINT point, pointCurPos;
/* Check that path is open */
if(pPath->state!=PATH_Open)
return FALSE;
/* Convert point to device coordinates */
point.x=x;
point.y=y;
if(!LPtoDP(dc->hSelf, &point, 1))
return FALSE;
/* Add a PT_MOVETO if necessary */
if(pPath->newStroke)
{
pPath->newStroke=FALSE;
pointCurPos.x = dc->CursPosX;
pointCurPos.y = dc->CursPosY;
if(!LPtoDP(dc->hSelf, &pointCurPos, 1))
return FALSE;
if(!PATH_AddEntry(pPath, &pointCurPos, PT_MOVETO))
return FALSE;
}
/* Add a PT_LINETO entry */
return PATH_AddEntry(pPath, &point, PT_LINETO);
}
/* PATH_RoundRect
*
* Should be called when a call to RoundRect is performed on a DC that has
* an open path. Returns TRUE if successful, else FALSE.
*
* FIXME: it adds the same entries to the path as windows does, but there
* is an error in the bezier drawing code so that there are small pixel-size
* gaps when the resulting path is drawn by StrokePath()
*/
BOOL PATH_RoundRect(DC *dc, INT x1, INT y1, INT x2, INT y2, INT ell_width, INT ell_height)
{
GdiPath *pPath = &dc->path;
POINT corners[2], pointTemp;
FLOAT_POINT ellCorners[2];
/* Check that path is open */
if(pPath->state!=PATH_Open)
return FALSE;
if(!PATH_CheckCorners(dc,corners,x1,y1,x2,y2))
return FALSE;
/* Add points to the roundrect path */
ellCorners[0].x = corners[1].x-ell_width;
ellCorners[0].y = corners[0].y;
ellCorners[1].x = corners[1].x;
ellCorners[1].y = corners[0].y+ell_height;
if(!PATH_DoArcPart(pPath, ellCorners, 0, -M_PI_2, TRUE))
return FALSE;
pointTemp.x = corners[0].x+ell_width/2;
pointTemp.y = corners[0].y;
if(!PATH_AddEntry(pPath, &pointTemp, PT_LINETO))
return FALSE;
ellCorners[0].x = corners[0].x;
ellCorners[1].x = corners[0].x+ell_width;
if(!PATH_DoArcPart(pPath, ellCorners, -M_PI_2, -M_PI, FALSE))
return FALSE;
pointTemp.x = corners[0].x;
pointTemp.y = corners[1].y-ell_height/2;
if(!PATH_AddEntry(pPath, &pointTemp, PT_LINETO))
return FALSE;
ellCorners[0].y = corners[1].y-ell_height;
ellCorners[1].y = corners[1].y;
if(!PATH_DoArcPart(pPath, ellCorners, M_PI, M_PI_2, FALSE))
return FALSE;
pointTemp.x = corners[1].x-ell_width/2;
pointTemp.y = corners[1].y;
if(!PATH_AddEntry(pPath, &pointTemp, PT_LINETO))
return FALSE;
ellCorners[0].x = corners[1].x-ell_width;
ellCorners[1].x = corners[1].x;
if(!PATH_DoArcPart(pPath, ellCorners, M_PI_2, 0, FALSE))
return FALSE;
/* Close the roundrect figure */
if(!CloseFigure(dc->hSelf))
return FALSE;
return TRUE;
}
/* PATH_Rectangle
*
* Should be called when a call to Rectangle is performed on a DC that has
* an open path. Returns TRUE if successful, else FALSE.
*/
BOOL PATH_Rectangle(DC *dc, INT x1, INT y1, INT x2, INT y2)
{
GdiPath *pPath = &dc->path;
POINT corners[2], pointTemp;
/* Check that path is open */
if(pPath->state!=PATH_Open)
return FALSE;
if(!PATH_CheckCorners(dc,corners,x1,y1,x2,y2))
return FALSE;
/* Close any previous figure */
if(!CloseFigure(dc->hSelf))
{
/* The CloseFigure call shouldn't have failed */
assert(FALSE);
return FALSE;
}
/* Add four points to the path */
pointTemp.x=corners[1].x;
pointTemp.y=corners[0].y;
if(!PATH_AddEntry(pPath, &pointTemp, PT_MOVETO))
return FALSE;
if(!PATH_AddEntry(pPath, corners, PT_LINETO))
return FALSE;
pointTemp.x=corners[0].x;
pointTemp.y=corners[1].y;
if(!PATH_AddEntry(pPath, &pointTemp, PT_LINETO))
return FALSE;
if(!PATH_AddEntry(pPath, corners+1, PT_LINETO))
return FALSE;
/* Close the rectangle figure */
if(!CloseFigure(dc->hSelf))
{
/* The CloseFigure call shouldn't have failed */
assert(FALSE);
return FALSE;
}
return TRUE;
}
/* PATH_Ellipse
*
* Should be called when a call to Ellipse is performed on a DC that has
* an open path. This adds four Bezier splines representing the ellipse
* to the path. Returns TRUE if successful, else FALSE.
*/
BOOL PATH_Ellipse(DC *dc, INT x1, INT y1, INT x2, INT y2)
{
return( PATH_Arc(dc, x1, y1, x2, y2, x1, (y1+y2)/2, x1, (y1+y2)/2,0) &&
CloseFigure(dc->hSelf) );
}
/* PATH_Arc
*
* Should be called when a call to Arc is performed on a DC that has
* an open path. This adds up to five Bezier splines representing the arc
* to the path. When 'lines' is 1, we add 1 extra line to get a chord,
* and when 'lines' is 2, we add 2 extra lines to get a pie.
* Returns TRUE if successful, else FALSE.
*/
BOOL PATH_Arc(DC *dc, INT x1, INT y1, INT x2, INT y2,
INT xStart, INT yStart, INT xEnd, INT yEnd, INT lines)
{
GdiPath *pPath = &dc->path;
double angleStart, angleEnd, angleStartQuadrant, angleEndQuadrant=0.0;
/* Initialize angleEndQuadrant to silence gcc's warning */
double x, y;
FLOAT_POINT corners[2], pointStart, pointEnd;
POINT centre;
BOOL start, end;
INT temp;
/* FIXME: This function should check for all possible error returns */
/* FIXME: Do we have to respect newStroke? */
/* Check that path is open */
if(pPath->state!=PATH_Open)
return FALSE;
/* Check for zero height / width */
/* FIXME: Only in GM_COMPATIBLE? */
if(x1==x2 || y1==y2)
return TRUE;
/* Convert points to device coordinates */
corners[0].x=(FLOAT)x1;
corners[0].y=(FLOAT)y1;
corners[1].x=(FLOAT)x2;
corners[1].y=(FLOAT)y2;
pointStart.x=(FLOAT)xStart;
pointStart.y=(FLOAT)yStart;
pointEnd.x=(FLOAT)xEnd;
pointEnd.y=(FLOAT)yEnd;
INTERNAL_LPTODP_FLOAT(dc, corners);
INTERNAL_LPTODP_FLOAT(dc, corners+1);
INTERNAL_LPTODP_FLOAT(dc, &pointStart);
INTERNAL_LPTODP_FLOAT(dc, &pointEnd);
/* Make sure first corner is top left and second corner is bottom right */
if(corners[0].x>corners[1].x)
{
temp=corners[0].x;
corners[0].x=corners[1].x;
corners[1].x=temp;
}
if(corners[0].y>corners[1].y)
{
temp=corners[0].y;
corners[0].y=corners[1].y;
corners[1].y=temp;
}
/* Compute start and end angle */
PATH_NormalizePoint(corners, &pointStart, &x, &y);
angleStart=atan2(y, x);
PATH_NormalizePoint(corners, &pointEnd, &x, &y);
angleEnd=atan2(y, x);
/* Make sure the end angle is "on the right side" of the start angle */
if(dc->ArcDirection==AD_CLOCKWISE)
{
if(angleEnd<=angleStart)
{
angleEnd+=2*M_PI;
assert(angleEnd>=angleStart);
}
}
else
{
if(angleEnd>=angleStart)
{
angleEnd-=2*M_PI;
assert(angleEnd<=angleStart);
}
}
/* In GM_COMPATIBLE, don't include bottom and right edges */
if(dc->GraphicsMode==GM_COMPATIBLE)
{
corners[1].x--;
corners[1].y--;
}
/* Add the arc to the path with one Bezier spline per quadrant that the
* arc spans */
start=TRUE;
end=FALSE;
do
{
/* Determine the start and end angles for this quadrant */
if(start)
{
angleStartQuadrant=angleStart;
if(dc->ArcDirection==AD_CLOCKWISE)
angleEndQuadrant=(floor(angleStart/M_PI_2)+1.0)*M_PI_2;
else
angleEndQuadrant=(ceil(angleStart/M_PI_2)-1.0)*M_PI_2;
}
else
{
angleStartQuadrant=angleEndQuadrant;
if(dc->ArcDirection==AD_CLOCKWISE)
angleEndQuadrant+=M_PI_2;
else
angleEndQuadrant-=M_PI_2;
}
/* Have we reached the last part of the arc? */
if((dc->ArcDirection==AD_CLOCKWISE &&
angleEnd<angleEndQuadrant) ||
(dc->ArcDirection==AD_COUNTERCLOCKWISE &&
angleEnd>angleEndQuadrant))
{
/* Adjust the end angle for this quadrant */
angleEndQuadrant=angleEnd;
end=TRUE;
}
/* Add the Bezier spline to the path */
PATH_DoArcPart(pPath, corners, angleStartQuadrant, angleEndQuadrant,
start);
start=FALSE;
} while(!end);
/* chord: close figure. pie: add line and close figure */
if(lines==1)
{
if(!CloseFigure(dc->hSelf))
return FALSE;
}
else if(lines==2)
{
centre.x = (corners[0].x+corners[1].x)/2;
centre.y = (corners[0].y+corners[1].y)/2;
if(!PATH_AddEntry(pPath, &centre, PT_LINETO | PT_CLOSEFIGURE))
return FALSE;
}
return TRUE;
}
BOOL PATH_PolyBezierTo(DC *dc, const POINT *pts, DWORD cbPoints)
{
GdiPath *pPath = &dc->path;
POINT pt;
INT i;
/* Check that path is open */
if(pPath->state!=PATH_Open)
return FALSE;
/* Add a PT_MOVETO if necessary */
if(pPath->newStroke)
{
pPath->newStroke=FALSE;
pt.x = dc->CursPosX;
pt.y = dc->CursPosY;
if(!LPtoDP(dc->hSelf, &pt, 1))
return FALSE;
if(!PATH_AddEntry(pPath, &pt, PT_MOVETO))
return FALSE;
}
for(i = 0; i < cbPoints; i++) {
pt = pts[i];
if(!LPtoDP(dc->hSelf, &pt, 1))
return FALSE;
PATH_AddEntry(pPath, &pt, PT_BEZIERTO);
}
return TRUE;
}
BOOL PATH_PolyBezier(DC *dc, const POINT *pts, DWORD cbPoints)
{
GdiPath *pPath = &dc->path;
POINT pt;
INT i;
/* Check that path is open */
if(pPath->state!=PATH_Open)
return FALSE;
for(i = 0; i < cbPoints; i++) {
pt = pts[i];
if(!LPtoDP(dc->hSelf, &pt, 1))
return FALSE;
PATH_AddEntry(pPath, &pt, (i == 0) ? PT_MOVETO : PT_BEZIERTO);
}
return TRUE;
}
BOOL PATH_Polyline(DC *dc, const POINT *pts, DWORD cbPoints)
{
GdiPath *pPath = &dc->path;
POINT pt;
INT i;
/* Check that path is open */
if(pPath->state!=PATH_Open)
return FALSE;
for(i = 0; i < cbPoints; i++) {
pt = pts[i];
if(!LPtoDP(dc->hSelf, &pt, 1))
return FALSE;
PATH_AddEntry(pPath, &pt, (i == 0) ? PT_MOVETO : PT_LINETO);
}
return TRUE;
}
BOOL PATH_PolylineTo(DC *dc, const POINT *pts, DWORD cbPoints)
{
GdiPath *pPath = &dc->path;
POINT pt;
INT i;
/* Check that path is open */
if(pPath->state!=PATH_Open)
return FALSE;
/* Add a PT_MOVETO if necessary */
if(pPath->newStroke)
{
pPath->newStroke=FALSE;
pt.x = dc->CursPosX;
pt.y = dc->CursPosY;
if(!LPtoDP(dc->hSelf, &pt, 1))
return FALSE;
if(!PATH_AddEntry(pPath, &pt, PT_MOVETO))
return FALSE;
}
for(i = 0; i < cbPoints; i++) {
pt = pts[i];
if(!LPtoDP(dc->hSelf, &pt, 1))
return FALSE;
PATH_AddEntry(pPath, &pt, PT_LINETO);
}
return TRUE;
}
BOOL PATH_Polygon(DC *dc, const POINT *pts, DWORD cbPoints)
{
GdiPath *pPath = &dc->path;
POINT pt;
INT i;
/* Check that path is open */
if(pPath->state!=PATH_Open)
return FALSE;
for(i = 0; i < cbPoints; i++) {
pt = pts[i];
if(!LPtoDP(dc->hSelf, &pt, 1))
return FALSE;
PATH_AddEntry(pPath, &pt, (i == 0) ? PT_MOVETO :
((i == cbPoints-1) ? PT_LINETO | PT_CLOSEFIGURE :
PT_LINETO));
}
return TRUE;
}
BOOL PATH_PolyPolygon( DC *dc, const POINT* pts, const INT* counts,
UINT polygons )
{
GdiPath *pPath = &dc->path;
POINT pt, startpt;
INT poly, point, i;
/* Check that path is open */
if(pPath->state!=PATH_Open)
return FALSE;
for(i = 0, poly = 0; poly < polygons; poly++) {
for(point = 0; point < counts[poly]; point++, i++) {
pt = pts[i];
if(!LPtoDP(dc->hSelf, &pt, 1))
return FALSE;
if(point == 0) startpt = pt;
PATH_AddEntry(pPath, &pt, (point == 0) ? PT_MOVETO : PT_LINETO);
}
/* win98 adds an extra line to close the figure for some reason */
PATH_AddEntry(pPath, &startpt, PT_LINETO | PT_CLOSEFIGURE);
}
return TRUE;
}
BOOL PATH_PolyPolyline( DC *dc, const POINT* pts, const DWORD* counts,
DWORD polylines )
{
GdiPath *pPath = &dc->path;
POINT pt;
INT poly, point, i;
/* Check that path is open */
if(pPath->state!=PATH_Open)
return FALSE;
for(i = 0, poly = 0; poly < polylines; poly++) {
for(point = 0; point < counts[poly]; point++, i++) {
pt = pts[i];
if(!LPtoDP(dc->hSelf, &pt, 1))
return FALSE;
PATH_AddEntry(pPath, &pt, (point == 0) ? PT_MOVETO : PT_LINETO);
}
}
return TRUE;
}
/***********************************************************************
* Internal functions
*/
/* PATH_CheckCorners
*
* Helper function for PATH_RoundRect() and PATH_Rectangle()
*/
static BOOL PATH_CheckCorners(DC *dc, POINT corners[], INT x1, INT y1, INT x2, INT y2)
{
INT temp;
/* Convert points to device coordinates */
corners[0].x=x1;
corners[0].y=y1;
corners[1].x=x2;
corners[1].y=y2;
if(!LPtoDP(dc->hSelf, corners, 2))
return FALSE;
/* Make sure first corner is top left and second corner is bottom right */
if(corners[0].x>corners[1].x)
{
temp=corners[0].x;
corners[0].x=corners[1].x;
corners[1].x=temp;
}
if(corners[0].y>corners[1].y)
{
temp=corners[0].y;
corners[0].y=corners[1].y;
corners[1].y=temp;
}
/* In GM_COMPATIBLE, don't include bottom and right edges */
if(dc->GraphicsMode==GM_COMPATIBLE)
{
corners[1].x--;
corners[1].y--;
}
return TRUE;
}
/* PATH_AddFlatBezier
*/
static BOOL PATH_AddFlatBezier(GdiPath *pPath, POINT *pt, BOOL closed)
{
POINT *pts;
INT no, i;
pts = GDI_Bezier( pt, 4, &no );
if(!pts) return FALSE;
for(i = 1; i < no; i++)
PATH_AddEntry(pPath, &pts[i],
(i == no-1 && closed) ? PT_LINETO | PT_CLOSEFIGURE : PT_LINETO);
HeapFree( GetProcessHeap(), 0, pts );
return TRUE;
}
/* PATH_FlattenPath
*
* Replaces Beziers with line segments
*
*/
static BOOL PATH_FlattenPath(GdiPath *pPath)
{
GdiPath newPath;
INT srcpt;
memset(&newPath, 0, sizeof(newPath));
newPath.state = PATH_Open;
for(srcpt = 0; srcpt < pPath->numEntriesUsed; srcpt++) {
switch(pPath->pFlags[srcpt] & ~PT_CLOSEFIGURE) {
case PT_MOVETO:
case PT_LINETO:
PATH_AddEntry(&newPath, &pPath->pPoints[srcpt],
pPath->pFlags[srcpt]);
break;
case PT_BEZIERTO:
PATH_AddFlatBezier(&newPath, &pPath->pPoints[srcpt-1],
pPath->pFlags[srcpt+2] & PT_CLOSEFIGURE);
srcpt += 2;
break;
}
}
newPath.state = PATH_Closed;
PATH_AssignGdiPath(pPath, &newPath);
PATH_EmptyPath(&newPath);
return TRUE;
}
/* PATH_PathToRegion
*
* Creates a region from the specified path using the specified polygon
* filling mode. The path is left unchanged. A handle to the region that
* was created is stored in *pHrgn. If successful, TRUE is returned; if an
* error occurs, SetLastError is called with the appropriate value and
* FALSE is returned.
*/
static BOOL PATH_PathToRegion(GdiPath *pPath, INT nPolyFillMode,
HRGN *pHrgn)
{
int numStrokes, iStroke, i;
INT *pNumPointsInStroke;
HRGN hrgn;
assert(pPath!=NULL);
assert(pHrgn!=NULL);
PATH_FlattenPath(pPath);
/* FIXME: What happens when number of points is zero? */
/* First pass: Find out how many strokes there are in the path */
/* FIXME: We could eliminate this with some bookkeeping in GdiPath */
numStrokes=0;
for(i=0; i<pPath->numEntriesUsed; i++)
if((pPath->pFlags[i] & ~PT_CLOSEFIGURE) == PT_MOVETO)
numStrokes++;
/* Allocate memory for number-of-points-in-stroke array */
pNumPointsInStroke=(int *)HeapAlloc( GetProcessHeap(), 0,
sizeof(int) * numStrokes );
if(!pNumPointsInStroke)
{
SetLastError(ERROR_NOT_ENOUGH_MEMORY);
return FALSE;
}
/* Second pass: remember number of points in each polygon */
iStroke=-1; /* Will get incremented to 0 at beginning of first stroke */
for(i=0; i<pPath->numEntriesUsed; i++)
{
/* Is this the beginning of a new stroke? */
if((pPath->pFlags[i] & ~PT_CLOSEFIGURE) == PT_MOVETO)
{
iStroke++;
pNumPointsInStroke[iStroke]=0;
}
pNumPointsInStroke[iStroke]++;
}
/* Create a region from the strokes */
hrgn=CreatePolyPolygonRgn(pPath->pPoints, pNumPointsInStroke,
numStrokes, nPolyFillMode);
/* Free memory for number-of-points-in-stroke array */
HeapFree( GetProcessHeap(), 0, pNumPointsInStroke );
if(hrgn==NULL)
{
SetLastError(ERROR_NOT_ENOUGH_MEMORY);
return FALSE;
}
/* Success! */
*pHrgn=hrgn;
return TRUE;
}
/* PATH_EmptyPath
*
* Removes all entries from the path and sets the path state to PATH_Null.
*/
static void PATH_EmptyPath(GdiPath *pPath)
{
assert(pPath!=NULL);
pPath->state=PATH_Null;
pPath->numEntriesUsed=0;
}
/* PATH_AddEntry
*
* Adds an entry to the path. For "flags", pass either PT_MOVETO, PT_LINETO
* or PT_BEZIERTO, optionally ORed with PT_CLOSEFIGURE. Returns TRUE if
* successful, FALSE otherwise (e.g. if not enough memory was available).
*/
BOOL PATH_AddEntry(GdiPath *pPath, const POINT *pPoint, BYTE flags)
{
assert(pPath!=NULL);
/* FIXME: If newStroke is true, perhaps we want to check that we're
* getting a PT_MOVETO
*/
TRACE("(%ld,%ld) - %d\n", pPoint->x, pPoint->y, flags);
/* Check that path is open */
if(pPath->state!=PATH_Open)
return FALSE;
/* Reserve enough memory for an extra path entry */
if(!PATH_ReserveEntries(pPath, pPath->numEntriesUsed+1))
return FALSE;
/* Store information in path entry */
pPath->pPoints[pPath->numEntriesUsed]=*pPoint;
pPath->pFlags[pPath->numEntriesUsed]=flags;
/* If this is PT_CLOSEFIGURE, we have to start a new stroke next time */
if((flags & PT_CLOSEFIGURE) == PT_CLOSEFIGURE)
pPath->newStroke=TRUE;
/* Increment entry count */
pPath->numEntriesUsed++;
return TRUE;
}
/* PATH_ReserveEntries
*
* Ensures that at least "numEntries" entries (for points and flags) have
* been allocated; allocates larger arrays and copies the existing entries
* to those arrays, if necessary. Returns TRUE if successful, else FALSE.
*/
static BOOL PATH_ReserveEntries(GdiPath *pPath, INT numEntries)
{
INT numEntriesToAllocate;
POINT *pPointsNew;
BYTE *pFlagsNew;
assert(pPath!=NULL);
assert(numEntries>=0);
/* Do we have to allocate more memory? */
if(numEntries > pPath->numEntriesAllocated)
{
/* Find number of entries to allocate. We let the size of the array
* grow exponentially, since that will guarantee linear time
* complexity. */
if(pPath->numEntriesAllocated)
{
numEntriesToAllocate=pPath->numEntriesAllocated;
while(numEntriesToAllocate<numEntries)
numEntriesToAllocate=numEntriesToAllocate*GROW_FACTOR_NUMER/
GROW_FACTOR_DENOM;
}
else
numEntriesToAllocate=numEntries;
/* Allocate new arrays */
pPointsNew=(POINT *)HeapAlloc( GetProcessHeap(), 0,
numEntriesToAllocate * sizeof(POINT) );
if(!pPointsNew)
return FALSE;
pFlagsNew=(BYTE *)HeapAlloc( GetProcessHeap(), 0,
numEntriesToAllocate * sizeof(BYTE) );
if(!pFlagsNew)
{
HeapFree( GetProcessHeap(), 0, pPointsNew );
return FALSE;
}
/* Copy old arrays to new arrays and discard old arrays */
if(pPath->pPoints)
{
assert(pPath->pFlags);
memcpy(pPointsNew, pPath->pPoints,
sizeof(POINT)*pPath->numEntriesUsed);
memcpy(pFlagsNew, pPath->pFlags,
sizeof(BYTE)*pPath->numEntriesUsed);
HeapFree( GetProcessHeap(), 0, pPath->pPoints );
HeapFree( GetProcessHeap(), 0, pPath->pFlags );
}
pPath->pPoints=pPointsNew;
pPath->pFlags=pFlagsNew;
pPath->numEntriesAllocated=numEntriesToAllocate;
}
return TRUE;
}
/* PATH_DoArcPart
*
* Creates a Bezier spline that corresponds to part of an arc and appends the
* corresponding points to the path. The start and end angles are passed in
* "angleStart" and "angleEnd"; these angles should span a quarter circle
* at most. If "addMoveTo" is true, a PT_MOVETO entry for the first control
* point is added to the path; otherwise, it is assumed that the current
* position is equal to the first control point.
*/
static BOOL PATH_DoArcPart(GdiPath *pPath, FLOAT_POINT corners[],
double angleStart, double angleEnd, BOOL addMoveTo)
{
double halfAngle, a;
double xNorm[4], yNorm[4];
POINT point;
int i;
assert(fabs(angleEnd-angleStart)<=M_PI_2);
/* FIXME: Is there an easier way of computing this? */
/* Compute control points */
halfAngle=(angleEnd-angleStart)/2.0;
if(fabs(halfAngle)>1e-8)
{
a=4.0/3.0*(1-cos(halfAngle))/sin(halfAngle);
xNorm[0]=cos(angleStart);
yNorm[0]=sin(angleStart);
xNorm[1]=xNorm[0] - a*yNorm[0];
yNorm[1]=yNorm[0] + a*xNorm[0];
xNorm[3]=cos(angleEnd);
yNorm[3]=sin(angleEnd);
xNorm[2]=xNorm[3] + a*yNorm[3];
yNorm[2]=yNorm[3] - a*xNorm[3];
}
else
for(i=0; i<4; i++)
{
xNorm[i]=cos(angleStart);
yNorm[i]=sin(angleStart);
}
/* Add starting point to path if desired */
if(addMoveTo)
{
PATH_ScaleNormalizedPoint(corners, xNorm[0], yNorm[0], &point);
if(!PATH_AddEntry(pPath, &point, PT_MOVETO))
return FALSE;
}
/* Add remaining control points */
for(i=1; i<4; i++)
{
PATH_ScaleNormalizedPoint(corners, xNorm[i], yNorm[i], &point);
if(!PATH_AddEntry(pPath, &point, PT_BEZIERTO))
return FALSE;
}
return TRUE;
}
/* PATH_ScaleNormalizedPoint
*
* Scales a normalized point (x, y) with respect to the box whose corners are
* passed in "corners". The point is stored in "*pPoint". The normalized
* coordinates (-1.0, -1.0) correspond to corners[0], the coordinates
* (1.0, 1.0) correspond to corners[1].
*/
static void PATH_ScaleNormalizedPoint(FLOAT_POINT corners[], double x,
double y, POINT *pPoint)
{
pPoint->x=GDI_ROUND( (double)corners[0].x +
(double)(corners[1].x-corners[0].x)*0.5*(x+1.0) );
pPoint->y=GDI_ROUND( (double)corners[0].y +
(double)(corners[1].y-corners[0].y)*0.5*(y+1.0) );
}
/* PATH_NormalizePoint
*
* Normalizes a point with respect to the box whose corners are passed in
* "corners". The normalized coordinates are stored in "*pX" and "*pY".
*/
static void PATH_NormalizePoint(FLOAT_POINT corners[],
const FLOAT_POINT *pPoint,
double *pX, double *pY)
{
*pX=(double)(pPoint->x-corners[0].x)/(double)(corners[1].x-corners[0].x) *
2.0 - 1.0;
*pY=(double)(pPoint->y-corners[0].y)/(double)(corners[1].y-corners[0].y) *
2.0 - 1.0;
}
/*******************************************************************
* FlattenPath [GDI32.@]
*
*
*/
BOOL WINAPI FlattenPath(HDC hdc)
{
BOOL ret = FALSE;
DC *dc = DC_GetDCPtr( hdc );
if(!dc) return FALSE;
if(dc->funcs->pFlattenPath) ret = dc->funcs->pFlattenPath(dc->physDev);
else
{
GdiPath *pPath = &dc->path;
if(pPath->state != PATH_Closed)
ret = PATH_FlattenPath(pPath);
}
GDI_ReleaseObj( hdc );
return ret;
}
static BOOL PATH_StrokePath(DC *dc, GdiPath *pPath)
{
INT i;
POINT ptLastMove = {0,0};
POINT ptViewportOrg, ptWindowOrg;
SIZE szViewportExt, szWindowExt;
DWORD mapMode, graphicsMode;
XFORM xform;
BOOL ret = TRUE;
if(dc->funcs->pStrokePath)
return dc->funcs->pStrokePath(dc->physDev);
if(pPath->state != PATH_Closed)
return FALSE;
/* Save the mapping mode info */
mapMode=GetMapMode(dc->hSelf);
GetViewportExtEx(dc->hSelf, &szViewportExt);
GetViewportOrgEx(dc->hSelf, &ptViewportOrg);
GetWindowExtEx(dc->hSelf, &szWindowExt);
GetWindowOrgEx(dc->hSelf, &ptWindowOrg);
GetWorldTransform(dc->hSelf, &xform);
/* Set MM_TEXT */
SetMapMode(dc->hSelf, MM_TEXT);
SetViewportOrgEx(dc->hSelf, 0, 0, NULL);
SetWindowOrgEx(dc->hSelf, 0, 0, NULL);
for(i = 0; i < pPath->numEntriesUsed; i++) {
switch(pPath->pFlags[i]) {
case PT_MOVETO:
TRACE("Got PT_MOVETO (%ld, %ld)\n",
pPath->pPoints[i].x, pPath->pPoints[i].y);
MoveToEx(dc->hSelf, pPath->pPoints[i].x, pPath->pPoints[i].y, NULL);
ptLastMove = pPath->pPoints[i];
break;
case PT_LINETO:
case (PT_LINETO | PT_CLOSEFIGURE):
TRACE("Got PT_LINETO (%ld, %ld)\n",
pPath->pPoints[i].x, pPath->pPoints[i].y);
LineTo(dc->hSelf, pPath->pPoints[i].x, pPath->pPoints[i].y);
break;
case PT_BEZIERTO:
TRACE("Got PT_BEZIERTO\n");
if(pPath->pFlags[i+1] != PT_BEZIERTO ||
(pPath->pFlags[i+2] & ~PT_CLOSEFIGURE) != PT_BEZIERTO) {
ERR("Path didn't contain 3 successive PT_BEZIERTOs\n");
ret = FALSE;
goto end;
}
PolyBezierTo(dc->hSelf, &pPath->pPoints[i], 3);
i += 2;
break;
default:
ERR("Got path flag %d\n", (INT)pPath->pFlags[i]);
ret = FALSE;
goto end;
}
if(pPath->pFlags[i] & PT_CLOSEFIGURE)
LineTo(dc->hSelf, ptLastMove.x, ptLastMove.y);
}
end:
/* Restore the old mapping mode */
SetMapMode(dc->hSelf, mapMode);
SetViewportExtEx(dc->hSelf, szViewportExt.cx, szViewportExt.cy, NULL);
SetViewportOrgEx(dc->hSelf, ptViewportOrg.x, ptViewportOrg.y, NULL);
SetWindowExtEx(dc->hSelf, szWindowExt.cx, szWindowExt.cy, NULL);
SetWindowOrgEx(dc->hSelf, ptWindowOrg.x, ptWindowOrg.y, NULL);
/* Go to GM_ADVANCED temporarily to restore the world transform */
graphicsMode=GetGraphicsMode(dc->hSelf);
SetGraphicsMode(dc->hSelf, GM_ADVANCED);
SetWorldTransform(dc->hSelf, &xform);
SetGraphicsMode(dc->hSelf, graphicsMode);
/* If we've moved the current point then get its new position
which will be in device (MM_TEXT) co-ords, convert it to
logical co-ords and re-set it. This basically updates
dc->CurPosX|Y so that their values are in the correct mapping
mode.
*/
if(i > 0) {
POINT pt;
GetCurrentPositionEx(dc->hSelf, &pt);
DPtoLP(dc->hSelf, &pt, 1);
MoveToEx(dc->hSelf, pt.x, pt.y, NULL);
}
return ret;
}
/*******************************************************************
* StrokeAndFillPath [GDI32.@]
*
*
*/
BOOL WINAPI StrokeAndFillPath(HDC hdc)
{
DC *dc = DC_GetDCPtr( hdc );
BOOL bRet = FALSE;
if(!dc) return FALSE;
if(dc->funcs->pStrokeAndFillPath)
bRet = dc->funcs->pStrokeAndFillPath(dc->physDev);
else
{
bRet = PATH_FillPath(dc, &dc->path);
if(bRet) bRet = PATH_StrokePath(dc, &dc->path);
if(bRet) PATH_EmptyPath(&dc->path);
}
GDI_ReleaseObj( hdc );
return bRet;
}
/*******************************************************************
* StrokePath [GDI32.@]
*
*
*/
BOOL WINAPI StrokePath(HDC hdc)
{
DC *dc = DC_GetDCPtr( hdc );
GdiPath *pPath;
BOOL bRet = FALSE;
TRACE("(%p)\n", hdc);
if(!dc) return FALSE;
if(dc->funcs->pStrokePath)
bRet = dc->funcs->pStrokePath(dc->physDev);
else
{
pPath = &dc->path;
bRet = PATH_StrokePath(dc, pPath);
PATH_EmptyPath(pPath);
}
GDI_ReleaseObj( hdc );
return bRet;
}
/*******************************************************************
* WidenPath [GDI32.@]
*
*
*/
BOOL WINAPI WidenPath(HDC hdc)
{
DC *dc = DC_GetDCPtr( hdc );
BOOL ret = FALSE;
if(!dc) return FALSE;
if(dc->funcs->pWidenPath)
ret = dc->funcs->pWidenPath(dc->physDev);
FIXME("stub\n");
GDI_ReleaseObj( hdc );
return ret;
}